JumpGuarderHead_m1_v
====================
  Textures:
    - NewSearchbeam02_128

  Ambient Colors:
    - 64, 64, 64, 128

  Material Colors:
    - 43, 43, 43, 255
    - 43, 43, 43, 255

  Color Registers:
    - 64, 64, 64, 255

  Steps:
    1: RGB = (tex #1 RGB), then add (64, 64, 64)
         A = ((tex #1 A) * (vertex A))



JumpGuarderHead_m_v
===================
  Textures:
    - NewSearchbeam02_128
    - Env
        Scale: 1.1962890625, 1.1962890625

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 0, 0, 0, -166
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -166, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -166, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



blinn2_v
========
  Textures:
    - NewSearchbeam02_128
    - NewSearchbeamEnv2
        Offset: -0.37109375, 0.1220703125
        Scale: 2.1484375, 1.03515625
    - ShadowProjDummy

  Ambient Colors:
    - 64, 64, 64, 128

  Color Registers:
    - 64, 45, 49, -60
    - 4, 4, 4, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (4, 4, 4) to (tex #1 RGB) using (vertex RGB)), then add (64, 45, 49)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -60, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
    4: RGB = -1 * (lerp from (32, 32, 32) to (prev. RGB) using (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4
